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  #1  
Old November 21st, 2008, 12:14 PM
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Default Re: Better Independents v2.1

I ran into the same Problem Jim did in the past using this mod. When units are modded to being resource heavy, the AI still tries to make them.

This creates a situation where when the AI builds a new fortress, he fills it up with units he will never be able to create. In the end, he can only build units from his capital.

Overtime I found the AI easier to play against using the different variations of this mod because the AI force was so limited. True it fields national troops, but not a lot of them and exclusively from the capital once it fills up satelite fortresses with independents it cannot produce.
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  #2  
Old November 24th, 2008, 11:14 PM

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Default Re: Better Independents v2.1

Quote:
Originally Posted by Foodstamp View Post
I ran into the same Problem Jim did in the past using this mod. When units are modded to being resource heavy, the AI still tries to make them.

This creates a situation where when the AI builds a new fortress, he fills it up with units he will never be able to create. In the end, he can only build units from his capital.

Overtime I found the AI easier to play against using the different variations of this mod because the AI force was so limited. True it fields national troops, but not a lot of them and exclusively from the capital once it fills up satelite fortresses with independents it cannot produce.
Would this be corrected by using only the increased gold version of this mod?
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  #3  
Old November 25th, 2008, 08:59 AM
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Default Re: Better Independents v2.1

Yes, the Gold-only version of the mod would fix that problem. However, the Gold-only version can lead to the earlier problem, in which using Charm (or whatever) to steal units can cripple you with upkeep.

Honestly, I have not seen any problems with the Resource-only version of Better Independents. I wonder what the difference between my games and these other games could be?
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  #4  
Old December 1st, 2008, 03:46 PM

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Default Re: Better Independents v2.1

Well darn it seems that the gold version bankrupts the AI and the resource version clogs up the AI build que with units it cannot produce. Im assuming the combined version does both? Hmmm this sounds like this mod hinders the AI more than it helps!

I wonder if there is a way to fix any of this?
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  #5  
Old December 1st, 2008, 06:46 PM
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Default Re: Better Independents v2.1

I have never experienced either problem with the current version of the mod. Usually I have a devil of a time repelling the hordes of quality troops the AI throws at me.

I am also finding it curious that the AI gets bankrupted by the gold troops unless we're talking about heavy astral nations using enslave mind, or R'lyeh in the EA.

I've never seen the problem behavior, but if the people who have can think of a workaround, I'd be interested in hearing it.
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  #6  
Old December 2nd, 2008, 07:03 AM
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Default Re: Better Independents v2.1

The one that's behind the download link on my home pages, 2.1
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  #7  
Old December 2nd, 2008, 10:38 PM

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Default Re: Better Independents v2.1

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The one that's behind the download link on my home pages, 2.1
Oh sorry I meant resource, gold, or both?
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  #8  
Old December 3rd, 2008, 07:20 AM
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Default Re: Better Independents v2.1

I've used both of them, no problems, as well as the combo one.
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  #9  
Old July 18th, 2009, 02:37 AM

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Default Re: Better Independents v2.1

So having become weary of the AI recruiting hordes of ridiculous independents, I added this mod. But it doesn't seem to work right for me. No matter which of the three mods I use, none of the independents in the territory are available at all, either at the amped up gold and resource costs or otherwise. The recruiting page is just empty of options in all non-castle territories. What gives? I'm using version 3.23b of the game (which is the latest patch) and 2.1 of the three mods (gold/resources/both). Kinda stumped!
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  #10  
Old July 18th, 2009, 02:40 AM

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Default Re: Better Independents v2.1

Also I have no other mods so that's not it.
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